softpipe: evaluate cube the faces on a per sample bases
Now that the LOD is evaluated up front the cube faces can also be evauate on a per sample basis instead of using the quad. This fixes a large number of deqp gles 3 and 31 cube texture tests. Signed-off-by: Gert Wollny <gert.wollny@collabora.com> Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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@ -3253,40 +3253,32 @@ convert_cube(const struct sp_sampler_view *sp_sview,
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* deriviates to compute the LOD. Doing so (near cube edges
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* anyway) gives us pretty much random values.
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*/
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{
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/* use the average of the four pixel's texcoords to choose the face */
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const float rx = 0.25F * (s[0] + s[1] + s[2] + s[3]);
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const float ry = 0.25F * (t[0] + t[1] + t[2] + t[3]);
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const float rz = 0.25F * (p[0] + p[1] + p[2] + p[3]);
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for (j = 0; j < TGSI_QUAD_SIZE; j++) {
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const float rx = s[j], ry = t[j], rz = p[j];
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const float arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
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if (arx >= ary && arx >= arz) {
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const float sign = (rx >= 0.0F) ? 1.0F : -1.0F;
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const uint face = (rx >= 0.0F) ?
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PIPE_TEX_FACE_POS_X : PIPE_TEX_FACE_NEG_X;
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for (j = 0; j < TGSI_QUAD_SIZE; j++) {
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const float ima = -0.5F / fabsf(s[j]);
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ssss[j] = sign * p[j] * ima + 0.5F;
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tttt[j] = t[j] * ima + 0.5F;
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faces[j] = face;
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}
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}
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else if (ary >= arx && ary >= arz) {
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const float sign = (ry >= 0.0F) ? 1.0F : -1.0F;
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const uint face = (ry >= 0.0F) ?
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PIPE_TEX_FACE_POS_Y : PIPE_TEX_FACE_NEG_Y;
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for (j = 0; j < TGSI_QUAD_SIZE; j++) {
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const float ima = -0.5F / fabsf(t[j]);
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ssss[j] = -s[j] * ima + 0.5F;
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tttt[j] = sign * -p[j] * ima + 0.5F;
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faces[j] = face;
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}
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}
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else {
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const float sign = (rz >= 0.0F) ? 1.0F : -1.0F;
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const uint face = (rz >= 0.0F) ?
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PIPE_TEX_FACE_POS_Z : PIPE_TEX_FACE_NEG_Z;
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for (j = 0; j < TGSI_QUAD_SIZE; j++) {
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const float ima = -0.5F / fabsf(p[j]);
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ssss[j] = sign * -s[j] * ima + 0.5F;
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tttt[j] = t[j] * ima + 0.5F;
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@ -3294,7 +3286,6 @@ convert_cube(const struct sp_sampler_view *sp_sview,
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}
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}
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}
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}
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static void
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@ -3571,9 +3562,10 @@ softpipe_get_lambda_func(const struct pipe_sampler_view *view,
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case PIPE_TEXTURE_2D:
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case PIPE_TEXTURE_2D_ARRAY:
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case PIPE_TEXTURE_RECT:
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return compute_lambda_2d;
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case PIPE_TEXTURE_CUBE:
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case PIPE_TEXTURE_CUBE_ARRAY:
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return compute_lambda_2d;
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return compute_lambda_cube;
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case PIPE_TEXTURE_3D:
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return compute_lambda_3d;
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default:
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